pub struct Without<T>(/* private fields */);
Expand description
Trait Implementations§
Source§impl<T> QueryFilter for Without<T>where
T: Component,
impl<T> QueryFilter for Without<T>where
T: Component,
Source§const IS_ARCHETYPAL: bool = true
const IS_ARCHETYPAL: bool = true
Returns true if (and only if) this Filter relies strictly on archetypes to limit which
components are accessed by the Query. Read more
Source§impl<T> WorldQuery for Without<T>where
T: Component,
SAFETY:
update_component_access
does not add any accesses.
This is sound because QueryFilter::filter_fetch
does not access any components.
update_component_access
adds a Without
filter for T
.
This is sound because matches_component_set
returns whether the set does not contain the component.
impl<T> WorldQuery for Without<T>where
T: Component,
SAFETY:
update_component_access
does not add any accesses.
This is sound because QueryFilter::filter_fetch
does not access any components.
update_component_access
adds a Without
filter for T
.
This is sound because matches_component_set
returns whether the set does not contain the component.
Source§const IS_DENSE: bool
const IS_DENSE: bool
Returns true if (and only if) every table of every archetype matched by this fetch contains
all of the matched components. Read more
Source§type Fetch<'w> = ()
type Fetch<'w> = ()
Per archetype/table state retrieved by this
WorldQuery
to compute Self::Item
for each entity.Source§type State = ComponentId
type State = ComponentId
State used to construct a
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.Source§fn shrink_fetch<'wlong, 'wshort>(
_: <Without<T> as WorldQuery>::Fetch<'wlong>,
) -> <Without<T> as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
fn shrink_fetch<'wlong, 'wshort>(
_: <Without<T> as WorldQuery>::Fetch<'wlong>,
) -> <Without<T> as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
This function manually implements subtyping for the query fetches.
Source§unsafe fn init_fetch(
_world: UnsafeWorldCell<'_>,
_state: &ComponentId,
_last_run: Tick,
_this_run: Tick,
)
unsafe fn init_fetch( _world: UnsafeWorldCell<'_>, _state: &ComponentId, _last_run: Tick, _this_run: Tick, )
Creates a new instance of
Self::Fetch
,
by combining data from the World
with the cached Self::State
.
Readonly accesses resources registered in WorldQuery::update_component_access
. Read moreSource§unsafe fn set_archetype(
_fetch: &mut (),
_state: &ComponentId,
_archetype: &Archetype,
_table: &Table,
)
unsafe fn set_archetype( _fetch: &mut (), _state: &ComponentId, _archetype: &Archetype, _table: &Table, )
Adjusts internal state to account for the next
Archetype
. This will always be called on
archetypes that match this WorldQuery
. Read moreSource§unsafe fn set_table(
_fetch: &mut (),
_state: &<Without<T> as WorldQuery>::State,
_table: &Table,
)
unsafe fn set_table( _fetch: &mut (), _state: &<Without<T> as WorldQuery>::State, _table: &Table, )
Adjusts internal state to account for the next
Table
. This will always be called on tables
that match this WorldQuery
. Read moreSource§fn update_component_access(
_: &ComponentId,
access: &mut FilteredAccess<ComponentId>,
)
fn update_component_access( _: &ComponentId, access: &mut FilteredAccess<ComponentId>, )
Source§fn init_state(world: &mut World) -> ComponentId
fn init_state(world: &mut World) -> ComponentId
Creates and initializes a
State
for this WorldQuery
type.Source§fn get_state(
components: &Components,
) -> Option<<Without<T> as WorldQuery>::State>
fn get_state( components: &Components, ) -> Option<<Without<T> as WorldQuery>::State>
Source§fn matches_component_set(
_: &ComponentId,
set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( _: &ComponentId, set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
Source§fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
Sets available accesses for implementors with dynamic access such as
FilteredEntityRef
or FilteredEntityMut
. Read moreimpl<T> ArchetypeFilter for Without<T>where
T: Component,
Auto Trait Implementations§
impl<T> Freeze for Without<T>
impl<T> RefUnwindSafe for Without<T>where
T: RefUnwindSafe,
impl<T> Send for Without<T>where
T: Send,
impl<T> Sync for Without<T>where
T: Sync,
impl<T> Unpin for Without<T>where
T: Unpin,
impl<T> UnwindSafe for Without<T>where
T: UnwindSafe,
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T: ?Sized,
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T: ?Sized,
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fn borrow_mut(&mut self) -> &mut T
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T: Any,
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impl<T> FmtForward for T
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